mmoexp – Aion 2 PvE: Looks Good, Plays Light

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However, for dedicated PvE players looking to invest hundreds or thousands of hours, Aion 2 currently falls short. Shallow mechanics, unsatisfying progression, incoherent group design, and aggressive PvE pay-to-win systems severely limit its longevity.

Aion 2 Kinah for sale has officially launched in Korea and Taiwan, positioning itself as a PvE-centric theme park MMORPG. On paper, the game looks incredibly promising. At launch, Aion 2 delivers a massive amount of instanced PvE content, far more than most new MMOs dare to offer on day one.

Players are greeted with eight group dungeons featuring multiple difficulty levels, two four-player raids, and one eight-player raid. On top of that, solo players have access to four different types of solo dungeons, resulting in nearly 50 unique bosses across all activities. Visually, these dungeons and encounters are spectacular—cinematic environments, dramatic boss designs, and impressive visual effects that immediately stand out.

As a foundation for a new theme park MMO, Aion 2 looks strong. Unfortunately, once you dig deeper, several core design decisions significantly undermine the long-term PvE experience.

Boss Fights Without Real Mechanics

One of the biggest surprises—and disappointments—is the lack of meaningful boss mechanics. In traditional theme park MMORPGs, dungeon encounters often revolve around structured mechanics: tanks positioning bosses correctly, players executing assigned roles, coordinated movement, and punishing failures that demand teamwork.

In Aion 2, around 95% of bosses lack these traditional mechanics. Instead, combat focuses almost entirely on dodging telegraphed attacks. Boss arenas are constantly filled with ground indicators, cones, circles, and directional attacks that players must avoid. While this action-oriented approach looks engaging, it quickly becomes repetitive.

Even in late-game, mythic-style dungeons with scaling difficulty tiers, mechanics remain extremely basic. One of the most complex examples involves a boss marking a player, then jumping to them shortly afterward. The solution? Another player simply steps into the marked area to share the damage. That's it.

This level of simplicity defines most encounters in Aion 2. While smaller mechanics exist, they rarely require coordination or strategic planning beyond basic positioning.

Gear Score Over Skill—for a Long Time

Dodging telegraphs sounds skill-based, but in practice, gear score matters far more than execution—at least for a long portion of the game. With a sufficiently high item level, players can simply tank many attacks while healers compensate for mistakes.

This does change in later content, where attacks hit harder and windows become tighter, but for most of the progression curve, telegraphs feel more cosmetic than dangerous.

To be fair, this approach has one clear advantage: dungeons are very accessible. Players can jump into content without watching guides, learn encounters organically, and avoid the toxic expectations common in other theme park MMOs. Whether this was a deliberate design choice—or a concession to mobile-friendly gameplay—is unclear, but it does make early PvE more approachable.

However, accessibility alone isn't enough to sustain long-term PvE engagement.

A Broken PvE Progression System

Where Aion 2 truly stumbles is PvE progression.

The game features three gear types:

PvP gear, which provides PvP-specific bonuses

PvE gear, which offers PvE-specific bonuses

Neutral gear, which has no bonuses at all

Here's the problem: all dungeon drops are neutral gear.

That means the gear you earn from PvE content is not your actual endgame PvE gear. Real PvE gear can only be obtained through crafting or the auction house. As a result, dungeon loot feels temporary and unrewarding—something you know you'll eventually replace.

Dungeons effectively become gold-farming activities rather than meaningful sources of character progression. For a PvE-centric MMO, this feels deeply unsatisfying. Crafting-focused systems can work, but dungeons need intrinsic value beyond currency and minor materials.

Worse still, crafted PvE gear is freely tradable, and players can purchase unlimited gold with real money. This allows players to buy full PvE gear the moment it becomes available, turning PvE progression into a heavily pay-to-win system.

Group Design That Makes No Sense

Aion 2 uses the traditional holy trinity of tank, healer, and DPS across eight classes—yet most content caps group size at four players.

The outcome is predictable:

Healers are constantly in short supply, leading to long queue times.

Tanks, on the other hand, are often unnecessary—or even undesirable.

Most bosses feature strict enrage timers, and since tanks contribute less damage, groups frequently prefer running without them. In roughly 95% of dungeons, tanks are either optional or actively avoided.

This imbalance suggests a lack of coherent design planning. If a game is built around PvE group content, its class roles and group sizes must align with that vision.

Empty Dungeons and Skippable Content

Another baffling decision is the treatment of trash mobs. In around 90% of dungeons, players can skip nearly all trash enemies and run directly to the bosses. Each dungeon typically contains two mini-bosses and one final boss, with long stretches of empty space in between.

In some timed dungeons, groups even assign a “runner” whose sole job is to activate teleport stones while the rest of the party fights bosses—allowing instant travel to the next encounter.

This raises an obvious question: why include trash mobs at all?

Dungeons are visually stunning, but unnecessarily large and poorly paced. Forcing players to engage with dungeon enemies—and slightly reducing dungeon size—would dramatically improve flow and immersion.

Unlimited Revives and PvE Pay-to-Win

Perhaps the most damaging system for PvE difficulty is instant resurrection. Players can use special stones to revive instantly during PvE encounters, as long as the entire party hasn't wiped. There are no meaningful limitations on their use.

Three players die? No problem—they simply respawn mid-fight.

These revival items can also be purchased with real money, further amplifying the pay-to-win problem. The only content where this system is restricted is the eight-player raid.

The Eight-Player Raid: More of the Same

The eight-man raid represents Aion 2's true endgame PvE, but access is extremely limited. While the base requirement is a 2.7k gear score, players realistically need 3k+ gear score and full PvE gear, placing it out of reach for most non-paying players for at least the first two months.

Mechanically, the raid doesn't fundamentally change the formula. Tanks are still unnecessary, telegraphs dominate encounters, and difficulty comes mainly from tighter timings and higher damage—not deeper mechanics.

Visually, it's impressive. Systemically, it's familiar.

Final Verdict: Fun, But Not Built for the Long Haul

Aion 2 Items is not a bad game. With the right expectations, it can be genuinely enjoyable. Experiencing its cinematic dungeons and bosses for the first time is exciting, and players who avoid comparing progress with others can have a good time.

However, for dedicated PvE players looking to invest hundreds or thousands of hours, Aion 2 currently falls short. Shallow mechanics, unsatisfying progression, incoherent group design, and aggressive PvE pay-to-win systems severely limit its longevity.

The game has strong fundamentals and incredible visuals, but it feels unfinished. With significant changes, Aion 2 could become something special. Until then, it's an MMO best enjoyed casually—at least for now.

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